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A Bronco equipped in each hand.

The Akbronco is the akimbo variant of the Bronco Bronco, featuring higher fire rate and magazine size at the expense of slower reload speed.

Characteristics[]

  • This weapon deals primarily DmgImpactSmall64 Impact damage.
  • Innate Madurai Pol polarity.

Advantages over other Secondary weapons (excluding modular weapons):

  • Highest fire rate of all secondary shotguns.
  • Innate multishot of 7 pellets.
  • Very ammo efficient.
  • Normal Attack (wiki attack index 1)
    • Very high total damage (294)
    • Above average ammo max (210)
    • High average number of crits per shot (0.42)
    • Above average disposition (●●●●● (1.35x))

Disadvantages over other Secondary weapons (excluding modular weapons):

  • Has linear damage falloff from 100% to 75% from 7m to 14m target distance (distances are affected by Projectile Speed).
  • Wide pellet spread cone makes the weapon ineffective beyond medium range.
  • Normal Attack (wiki attack index 1)
    • Very low active falloff slope (9.3m/%)
    • Low crit chance (6.00%)
    • Very low maximum falloff distance (14.0 m)
    • Low reload speed (2.00 s)
    • Very low magazine (4)
    • Below average average number of procs per shot (0.21)
    • Very low status chance (3.14%)

See WARFRAME Wiki:Stat Comparison/Percentiles for more details.


Comparisons:

Acquisition[]

The Akbronco's blueprint can be purchased from the Market.


Manufacturing Requirements
📝 Edit blueprint requirements
Credits
20,000
Bronco Bronco
1
Bronco Bronco
1
OrokinCell Orokin Cell
1
Time: 12 Hour(s)
Rush: PlatinumLarge 25
MarketIcon Market Price: PlatinumLarge 225 Blueprint2 Blueprints Price:Credits20,000

This weapon can be sold for Credits64 5,000.

Notes[]

  • Weapon will create six holes in scenery and objects such as walls, regardless of having multishot on, even though seven are actually registered on enemies, this includes multishot which shoots more pellets but only registers six holes regardless. Most likely to reduce lag.
  • Listed firing rate does not reflect the actual firing rate. The actual fire rate is lower than 8.33 shots/seconds.
  • The damage listed is actually the combination of all seven pellets' damage values. The actual damage per pellet is 32 impact, 4 puncture, and 4 slash.

Tips[]

  • Even a maxed Mod TT 20px Slip Magazine can only give a maximum magazine size of 5.
    • It is recommended to use Mod TT 20px Ice Storm instead of Slip Magazine, as both mods have the same amount of mod capacities required, and that maxed Ice Storm can give a maximum magazine size of 6.
  • The weapon's spread cone can be reduced by zooming in.

Trivia[]

  • In closed beta, this weapon used to deal 204 damage and there was a glitch with reloading for an infinite magazine.
  • This weapon was previously named Dual Broncos.

Media[]

Patch History[]

Update 32.2 (2022-11-30)

SEMI-AUTOMATIC WEAPON CHANGES

While reviewing the stats of some weapons with a semi-automatic mode, we noticed that certain weapons had an unsustainably high fire rate for most players. We adjusted the stats of the following semi-automatic weapons whose maximum potential was only being reached with the use of macros (to learn more about third-party use in Warframe visit our support article). Since not everyone is an avid macro user (within the boundaries allowed), we lowered fire rates to a more humanly achievable level and improved their damage or reload stats to compensate.

Akbronco

  • Reduced fire rate from 8.33 to 5.
  • Increased damage from 40 to 42.
  • Reduced reload time from 2.6 to 2.

Update 32.0 (2022-09-07)

Ammo Changes

We understand the power fantasy of these weapons is very popular for some, so our first approach was to keep them powerful, but limit how often they can be used by making changes to ammo pick-up.

Ammo Pickup Overrides
The following weapons now have ammo pickup overrides, meaning they gain less from picking up ammo. This mostly applies to AoE weapons, in hopes that players will become more deliberate with their aim to make the most of their Ammo pools. The following lists the specific ammo pick up overrides per weapon category.

Secondary Weapon Ammo Pick Up Overrides

20 Ammo per Pick Up:

  • Akbronco

Update 27.2 (2020-03-05)

Greater than 100% Status having meaning:

Shotguns have a unique Role here based on a very patch-work history with how they interact with Status Chance. A Shotgun that shoots 99% Status Chance would give you 35% (roughly) status per pellet. 100% Status Gives you 100% Status per pellet. This huge jump in performance happens with just a 1% gain - why? Well, to answer that we have to look at our choice to make what the UI conveys reality. It would feel broken to shoot a Shotgun with 100% Status and not see a perfect spread of Effects. In reality, to make Status consistent we have to treat Shotguns as a special case.

Shotguns as a special case means we have buffed the Status Chance of all Shotguns by x3 or greater. The UI now behaves to show the reality that you are determining Status Chance per pellet.

  • (Undocumented) Status chance per projectile increased from 3.1428571428571% to 9.4285714285714%.

Update 22.12 (2018-02-09)

  • Damage increased from 38 to 40 (per pellet).
  • Status chance increased from 20% to 22%.
  • Critical chance increased from 2.5% to 6%.

Update 21.0 (2017-06-29)

  • Damage increased from 15 to 38.
  • Damage fall off added starting from 7m and ending at 14 with a minimum damage of 10.
  • Status Chance increased from 14% to 20%.

Update 8.0 (2013-05-23)

  • Introduced.

Last updated: Hotfix 24.1.4 (2018-12-10)

See also[]

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